
ALLOCATING MINDSHARE
by
François
Dominic LaraméeYou know the old business saying: in any
project, the best you can hope for is to achieve two out of three from
the set {Quick, Cheap, Good}? As in, "Sure, we can lay off half
the programming team and ship by the end of the month, but don't come
crying about the reviews", or "Yeah, we can deliver a flawless
product in 25% less time than our best-case estimate, if you are willing
to hire this $500/hr programmer to finish the engine"?
It's a classic problem in resource
allocation: you can't possibly do everything that you might want to do
in an ideal world, so you have to prioritize.
If your MBA-speak detector has just gone
DefCon 4, relax: resource allocation is not only the producer's job. In
fact, several of the most fundamental design decisions in any game
depend on how you decide to spend your most precious asset: the user's
brain activity. A game with Quake III Arena's break-neck pace and
Civilization II's world-building scope might seem way cool in theory,
but I suspect that it would overwhelm most mid-level deities, never mind
the newbie mainstream buyer your company's president desperately wants
to attract. So, what do you do?
1. The Joys of Short-Term Memory
Psychologists estimate that human
short-term memory is equipped to manipulate a maximum of about 7
unrelated concepts at a time; the more alien the ideas, the fewer
can be managed safely. However, once an object, an idea or a technique
has been properly internalized (or a set of concepts have been merged
into a "gestalt"), it becomes second nature and no longer
requires as much effort to manipulate; otherwise, we'd all still be
struggling with poorly-tied shoelaces.
For example, consider the plight of the
newbie who picks up a first-person shooter for the first time. There are
no graphical user interface elements to guide him (and rightly so, as
we'll discuss later), and the dozens of keyboard/mouse command combos he
must learn to cope with are so arcane that he is likely to spend at
least 10-15 minutes running into walls, firing bazookas at inoffensive
artwork, and switching to a pocket knife before charging at the
Terminator. Manipulating the basic commands is all he can handle; better
make that training level VERY easy, and introduce the first monster in
the third or fourth room only. On the other hand, a guy like Thresh may
only need one of his seven short-term memory "slots" to handle
"first-person interface" as a whole, which allows him to
concentrate on more advanced features from the get go.
Your job as game designer is to make sure
that your player is never overwhelmed by an inordinately large number of
new concepts to master at the same time. On the other hand, new gameplay
elements should be introduced into your game regularly (say, one or two
per major level), otherwise your smartest players will get bored. (Come
to think of it, this is yet another form of resource allocation, isn't
it?)
2. Depth-First vs Breadth-First Games
The programmers among you are probably
familiar with the concept of a "depth-first" algorithm, in
which you look for a solution for as long as possible before considering
alternatives, as opposed to a "breadth-first" search in which
you examine all possible solutions in parallel, extending each by little
increments until you find what you are looking for. Depth-first searches
tend to examine deep, narrow search spaces, while breadth-first
algorithms expand shallow but very wide trees.
Let us define these concepts in game
terms:
A "depth-first" game, Half-Life
for example, focuses on a narrow set of user experiences explored in
great detail;
A "breadth-first" game
(say, Civilization II) covers an enormous variety of topics but in a
highly abstracted way.
In the rest of this article, we will
use these definitions to identify which gameplay, artificial
intelligence and user interface devices are most appropriate to
particular games and genres.
First-person games
A first-person game (or its second
cousin, the "trailing camera" third-person platformer) is
the ultimate in depth-first entertainment. Your player is intimately
linked to a single "specialist" character, for example a
thief or a commando soldier, and should be able to do/feel/understand
absolutely everything that this character can. The game consists of
making the user exploit the character's talents and counteract his
shortcomings.
In a game like this, sensory immersion
is key. The best user interface is no interface at all: a computer
screen is already quite limited in the range of vision it can provide,
so avoid cluttering it with buttons and menu bars. Use as many
graphic, audio, tactile (and soon olfactory) stimuli as you can to
plunge your player into the character's world.
In all likelihood, your first-person
game will be based on pure emotion; appropriate lighting effects and
music, cunning enemies with whom the player can establish one-to-one
relationships, realistic imagery and suspense are your most important
tools. On a related note, make sure that you provide the player with
enough sensory information to make the illusion work. I remember an
utterly unplayable 3D pinball game where the player experienced the
world from the point of view of the ball; it looked pretty, but the
player's flippers were usually out of the camera's field of view.
Three guesses as to how that worked, and the first two don't count.
Squad-level games
This is a game where the player
controls a small party (usually 3-6 characters), either as their
commander or as a "possessing force" taking over each one in
turn. Baldur's Gate is the quintessential squad-game, with one
possible twist: usually, in a squad game, it doesn't matter which
character(s) survive(s), as long as someone accomplishes the mission,
while BG requires the original player character to reach the end of
the game for storyline purposes.
In a game like this, each non-player
character in the user's team must be as detailed and unique as
possible, and the individual-level AI controlling them when the player
isn't must be very powerful to create suspension of disbelief. (If you
ever release a game in which the wizard becomes catatonic as soon as
the player takes control of the paladin, I will give your email
address to the Dark Lord.) The player will get to "know"
each of his virtual teammates personally, but the level of personal
commitment involved will be somewhat lower than in a FPS: either you
control one character and the others are mere assistants/tools, or you
"possess" each one in turn and become part-owner of all and
sole-owner of none.
Most of the time, an isometric view of
some sort is still your best bet in squad-level games, because it
combines a fair sense of immediacy with the possibility to watch your
entire team at work at a glance. Only if the player is expected to
control the same character all the time is a first-person view truly
appropriate: otherwise, changes in "possession" will create
disorientation, and they are extremely hard to pull off well in the
real-time setting that first-person view really demands.
Baldur's Gate
adopts a turn-based combat mode, which "feels right" in an
isometric system (and would be out of place in a first-person game),
which allows the player to control each character in as much detail as
he wants.
As a rule, the squad-game player is
like a platoon sergeant or a team leader: "one of the guys",
whose job is to make the unit smoother by taking on some of the key
tasks himself. If all of the NPC's in your squad game are identical,
you may be missing out on something special.
Village-level games
The next step on the depth/breadth
ladder is the village-level game, where you control a relatively high
number of abstracted units instead of individual characters. Most
real-time strategy games fall within this category: in Age of
Empires, a "villager" unit represents dozens of people,
they are all interchangeable, you do not have to move their arms to
make them pick up each individual berry, and only the most psychotic
of players will ever develop an emotional attachment to one of them.
Team sports games fit the bill as well.
Village games require formation-level
artificial intelligence, in which characters (each of which probably
has a smaller and simpler set of actions than in the squad-level game
described above) must be able to function within coordinated teams, or
at least avoid stepping on each other's toes. They also demand some
form of high-level point of view instead of (or in addition to) the
more immersive 3D work needed above. There is a reason why generals
direct battles from hilltops and maps instead of mucking in the
trenches: they need the global, abstracted representation of the
situation to be able to work.
The village-game player should be
treated like a field captain or construction company manager: he must
have a reasonable understanding of everything that's going on, but
should not be expected to do it all himself.
World-level games
This is the all-out strategy game, à
la Civilization or Star Trek: Birth of the Federation.
The player commands a very large team/army/empire through a set of
abstract actions with or without real-world counterparts.
In a game like this, there is no
gameplay-related requirement for realistic imagery (witness chess and
checkers). A 2D overhead view works perfectly well, and serves to
reinforce the emotional distance which must be implemented between
player and units. This is a game of intellect; if your player feels
pangs of guilt every time one of his frigates is blown up in Master
of Orion, his life will be a sorry thing indeed.
The variety of topics covered within a
single world-level game can be staggering, which forces a
breadth-first implementation: nobody will argue that Master of
Orion's economics are realistic, but they get the job done and
keep the game rolling. Civilization would be unplayable if the
user had to manipulate each chariot in combat or handle farmers'
markets directly. On the other hand, Birth of the Federation
may dive a little too deep into the micro-management of parts of the
game. For example, even in highly advanced galaxies (tech levels 8 or
above), new colonies are established at tech level 1 and 2; upgrading
them to the point where they can become significant contributors
requires a LONG time (hours of game time) and regular attention on the
player's part, because only one upgrade to a particular item can be on
a colony's work list at any given time. The player must either repeat
orders time and time again, or let the colony fester at its
Neo-Neanderthal level.
In a world-level game, the player
should act like a five-star general or CEO, making the wide-ranging
decisions and leaving the implementation details to AI vice-presidents
and colonels. Otherwise, the game will crawl to its death. Remember
the old board wargames which took 6 hours to setup and three weeks to
play? They had a limited audience, precisely for this reason.
Finally, because of the sheer number of
parameters within the player's control in a world-level game, gaining
access to each one can become a serious user-interface issue. Avoid
multiple layers of menus and buttons whenever possible; right-clicking
the mouse anywhere in Birth of the Federation invokes a handy
shortcut menu providing quick access to any of the game's tactical
screens, which eliminates much of the tedious navigation which might
be required to support all of the game's features.
3.
Pacing
According to Scope
A final note: make sure that your game is
paced in a way that is suitable to the amount of work required from the
user.
Remember the fast-good-cheap dilemma? If
your player controls a single character with a well-defined skill set,
you can throw as many monsters and traps at him as you want; that's what
he expects, and also what he needs to stay focused. He doesn't have to
think, and all of his brainpower can be devoted to reaction.
However, if the game requires the player
to plan ahead or act with precision, give him enough time to do so.
Real-time strategy games have a limited number of units on screen and
only a few resources to collect for this very reason: add more, and the
player will be overwhelmed. Similarly, a game like Master of Orion
could never work in real-time, because there is simply too much to do
for a single person!
Conclusion
Some players easily get drawn into
fast-paced, emotion-filled games. Others prefer the more sedate,
thinking games. And yet another group likes both. Real-time strategy is
a successful blending of the two; whether other attempts at the same
symbiosis (like the RTS/first-person "possession" combination
seen in Dungeon Keeper) will carve their own permanent niches
remains to be seen.
In the meantime, knowing how to
streamline your game to provide the user with exactly the experience he
needs without burdening him with unwanted micro- (or macro-) management
chores will make you a more effective designer. Now get back to work!
Bio
François-Dominic
Laramée is a freelance interactive game designer, developer and
producer. He has been involved in one form or another of the game
industry, whether PC, console, online, set-top box or even play-by-mail,
for the past decade, including more than 8 years of experience as Head
of Studio, Game Designer, Software Engineer, Producer and Quality
Assurance Manager in the interactive entertainment and spoken dialogue
interfaces industries. Learn more on his website at: http://pages.infinit.net/idjy/
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